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https://github.com/try/tempest

API abstraction layer for 3D graphics, UI and sound. Written in C++17 with Vulkan, DX12 and Metal support.
https://github.com/try/tempest

3d cpp d3d12 directx directx12 engine graphics-engine graphics-library metal ray-tracing vulkan vulkan-engine vulkan-game-engine

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API abstraction layer for 3D graphics, UI and sound. Written in C++17 with Vulkan, DX12 and Metal support.

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![Tempest Logo](icon.png)
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[![Build status](https://ci.appveyor.com/api/projects/status/github/Try/Tempest?svg=true)](https://ci.appveyor.com/project/Try/Tempest)

Crossplatform 3d engine.
(work in progress)

Tempest is an open-source, simple, cross-platform graphics engine written in modern C++14.
Main idea behind this engine is to provide a low-level GPU-programming concepts, like Ubo, Vbo, Ssbo, in convenient C++ packaging, with RAII, types and templates.

### Features
* Multiplatform (Windows, Linux, 32bit and 64bit)
* Multibackend (Vulkan 1.0, DirectX12)
* Multithreaded command buffers and thread safety
* Build-in 2d graphics support
* Build-in UI library

### Examples
```c++
// offscreen render
VulkanApi api;
Device device(api);

static const Vertex vboData[3] = {{-1,-1},{1,-1},{1,1}};
static const uint16_t iboData[3] = {0,1,2};

auto vbo = device.vbo(vboData,3);
auto ibo = device.ibo(iboData,3);

auto vert = device.shader("shader/simple_test.vert.sprv");
auto frag = device.shader("shader/simple_test.frag.sprv");
auto pso = device.pipeline(Topology::Triangles,RenderState(),vert,frag);

auto tex = device.attachment(format,128,128);

auto cmd = device.commandBuffer();
{
auto enc = cmd.startEncoding(device);
enc.setFramebuffer({{tex,Vec4(0,0,1,1),Tempest::Preserve}});
enc.setUniforms(pso);
enc.draw(vbo,ibo);
}

auto sync = device.fence();
device.submit(cmd,sync);
sync.wait();

// save image to file
auto pm = device.readPixels(tex);
pm.save(outImg);
```

### Ecosystem
During development various issues of Vulkan stack been found, reported and some were fixed.

#### Contribution
* - [x] State tracking of VkCopyDescriptorSet for KHR-acceleration-structure
https://github.com/KhronosGroup/Vulkan-ValidationLayers/pull/4219

* - [x] MSL: runtime array over argument buffers
https://github.com/KhronosGroup/SPIRV-Cross/pull/2179
https://github.com/KhronosGroup/SPIRV-Cross/pull/2184

* - [x] MSL: fix mutability for rayQueryEXT parameters
https://github.com/KhronosGroup/SPIRV-Cross/pull/2201

* - [x] MSL: RayQuery implementation is incomplete
https://github.com/KhronosGroup/SPIRV-Cross/issues/2115

* - [x] HLSL: Add mesh shader support
https://github.com/KhronosGroup/SPIRV-Cross/pull/2052

* - [x] HLSL: Add task(amplification) shader support
https://github.com/KhronosGroup/SPIRV-Cross/pull/2124

* - [x] HLSL: Cannot subdivide a scalar value exception
https://github.com/KhronosGroup/SPIRV-Cross/issues/2196

* - [x] Mesh shader: fix implicit index-array size calculation for lines and triangles
https://github.com/KhronosGroup/glslang/pull/3050

* - [x] Fix crash in HLSL frontend
https://github.com/KhronosGroup/glslang/pull/2916

* - [x] stb_image: fix CRC reading at the end of IEND chunk in png file
https://github.com/nothings/stb/pull/835

#### Issues

* - [x] [HLSL] SPIRV_Cross_VertexInfo is not relieble
https://github.com/KhronosGroup/SPIRV-Cross/issues/2032

* - [x] HLSL: link error: Signatures between stages are incompatible
https://github.com/KhronosGroup/SPIRV-Cross/issues/1691

* - [x] HLSL: error X4503: output TEXCOORD2 used more than once
https://github.com/KhronosGroup/SPIRV-Cross/issues/1645

* - [x] HLSL: crash, while compiling HULL shader
https://github.com/KhronosGroup/glslang/issues/2914

* - [x] MSL: invalid codegen, when using rayquery
https://github.com/KhronosGroup/SPIRV-Cross/issues/1910

* - [ ] SPIR-V -> HLSL : cross compiling bindings overlap
https://github.com/KhronosGroup/SPIRV-Cross/issues/2064

* - [ ] Component swizzling of gl_MeshVerticesEXT[].gl_Position, produces invalid code
https://github.com/KhronosGroup/glslang/issues/3058